ENCReload

Era-6 Armor & Mechanized Tree — Redesign Plan

A design plan, not an execution checklist. Captures the reasoning and decisions from the 2026-07 design session so it can be picked up later. Nothing here is implemented yet — the current tree is unchanged except for the cavalry-mount work already shipped.


1. The three organizing principles

Everything below follows from three rules the tree should obey:

  1. The triad. The military tree marches in a repeating Tank → Anti-tank → Infantry rhythm. Consequence: every tank’s successor is always 3 techs away, with its counter and its infantry filling the two beats between. This is already visible in the earliest triad (Armored Warfare → Antitank Warfare → Mechanized Infantry Doctrine).
  2. The decade timeline. In the Contemporary Era, one tech column (TechTreeX, ~12 units apart) ≈ one decade. A tech’s column is when its unit belongs, not just how deep to research. Units must sit in their real-world decade. (Calibration point found: World Wide Web = 1991 sits at column X≈328, so 341≈2000, 353≈2010, 364≈2020, 383≈2030+.)
  3. Threat → counter. Every unit has a counter, and the counter is a different kind of unit (not a mirror). This is the tree’s balance DNA: Tank ↔ Anti-tank, Missile ↔ Active Protection, Drone ↔ Smart Munition.

2. Three lines = three survival philosophies

The single “tank line” was really three lines, each answering a different question. Splitting them is the core structural insight.

Line Question it answers Progression Capstone
Main battle survive the hit (mass + intercept) Infantry → Medium → Universal → MBT Interceptor Tank (APS)
Light / recon don’t get hit (stealth + laser) Tankette → Light Tank → Armoured Recon → … Future Light Tank (ex–”Stealth Tank”)
Carrier keep the soldier alive (protected delivery) APC → Amphibious Transport → IMV → … Future APC

Key realization: the Stealth Tank was never a real continuation of the tank concept — stealth is a different survival philosophy, and the PL-01 is literally a light tank (~35 t, CV90-based). So it becomes the Future Light Tank, capstone of the light/recon line, and the main line ends cleanly at the Interceptor Tank (peak of the armor/protection ladder).

The armor/protection ladder (runs under the main line)

Sloped Armor → Composite Armor → Reactive Armor → Active Protection Systems — each a better answer to how do I survive being hit. Reactive armor is “just a patch” (bolt-on ERA, a spacer/prereq to push APS back); APS is the paradigm shift (defeats the incoming round entirely), so it carries the heavy defensive bonus.


3. The main-line 14-step chain (data-verified)

Steps 1–4 are the Era-5 lead-in (already correctly wired in the data). Steps 5–14 are the Era-6 triads. Legend: ✅ correct · ✏️ rename display · ➡️ move unit’s unlock · 🆕 new · 🎨 re-theme.

# Tech (display) Unit State
1 Combustion Engine Tankette ⚠️ no CombustionEngine tech exists; Tankettes on Automobile+Tank Warfare — decide entry point
2 Tank Warfare Infantry Tank InfantryTanksEra5_TankWarfare
3 Anti Tank Gun AT Halftrack + Mech. Infantry ✅ both ← Era5_AntiTankGun
4 Modern Highway Towed Gun Howitzer TowedGunHowitzersEra5_ModernHighway
5 Sloped Armor Medium Tank ✏️ SlopedArmor “Reactive Armor”→”Sloped Armor” · ➡️ MediumTanks (from Era6_05) · reposition early · 🎁 relocate its bonuses→APS
6 Anti Tank Warfare Tank Destroyer
7 Mechanized Operations APC 🆕 new tech (rename a placeholder) · ➡️ ArmouredPersonnelCarriers (from MechInfDoctrine)
8 Armoured Warfare (Era6_05) Universal Tank 🆕 clone Universal Tank from MBT → assign to Era6_05
9 Wire Guided Missile M901 ITV ✏️ WireGuidedMissile “Transistor”→”Wire Guided Missile” · 🆕 M901 ITV vehicle
10 Mechanized Infantry Doctrine Amphibious Transport 🆕 clone Amphibious Transport
11 Composite Armor (Era6_23) Main Battle Tank
12 Armoured Combat Support (SelfPropelledArtillery) Infantry Fighting Vehicle 🎨 re-theme AntiTankIFV→”IFV”
13 Protected Mobility (DartAmmunition) Infantry Mobility Vehicle + Mobile Artillery ✏️ rename→”Protected Mobility” · 🆕 IMV (mine-resistant, Casspir-style) · Mobile Artillery already here
14 Active Protection Systems Interceptor Tank 🆕 clone Interceptor Tank · 🎁 receives Sloped Armor’s relocated bonuses

Actual workload: ~3 display renames, 1 new tech (Mechanized Operations), 2 unit moves, 5 clones (Universal Tank, M901 ITV, Amphibious Transport, IMV, Interceptor Tank), 1 bonus relocation, plus prereq wiring to keep the chain linear.

Naming notes (internal ≠ display drift to be aware of)


4. Unit identities / real-world anchors (for modelling & flavor)


5. The future / endgame cluster (the big design payoff)

The late tree resolves into a self-justifying web where every tech answers the threat the next one creates.

Two future capstones (same tech, opposite doctrine)

| | Future Light Tank | Future APC | |—|—|—| | Survives by | absence — optical cloak + laser point-defense | endurance — heavy armor + layered active defense | | Kills incoming with | directed-energy laser (missiles and drones) | same defensive suite, but pointed at protecting the squad | | Role | glass-cannon scout/flanker | mobile bunker — deliver living dismounts | | Weakness | short-range swarm saturation (stealth fails up close) | saturation too, but soaks more |

Reactive Armor spacer (fixes a pacing bug)

Relocating SlopedArmor to be the early Medium-Tank node removes the spacer it was providing between Protected Mobility and APS (currently …Protected Mobility → SlopedArmor → APS). Reinstate a fresh “Reactive Armor” node (rename a spare Era6_##) in that gap — light “patch” tech, token defensive bonus, no headline unit. Restores the distance and finally homes the “reactive armor is just a patch” concept. (Trade-off: bends “tanks 3 apart” by one step at the capstone — acceptable at the endgame.)

Chronology pass (units in their real decades)

By the decade calibration, APS (Trophy, 2011) is ~2 decades too early — it’s parked at column ~328 (1990s, next to WWW/Fuzzy Logic). Correct the late cluster rightward:


6. Drones & the counter — balance solved

The modern threat/counter pair that extends the tree’s DNA into the drone age:

Why Smart Munition is THE counter (each alternative has a fatal gap): drone-vs-drone = arms race; dumb flak = misses the jinking target; SAM = hits but ruins the cost exchange; smart munition = hits, affordable, non-drone.

Escalation ladder (rock-paper-scissors, all realistic):

  1. Radio FPV drones → beaten by Electronic Warfare (jam the link) — secondary counter, not yet a unit; would slot in the signals branch (CellularNetwork/Ethernet).
  2. Autonomous “smart” attack drones → beat EW (no link to jam).
  3. Smart Munitions (guided interceptor) + laser/flak → hard-kill within range, saturation-limited.

Naming resolution:Smart Munitions” = the guided-shell counter (defensive/precision). The FPV attack drone takes a drone name (Loitering/Attack/Kamikaze). Threat and counter get different concepts and different words.


7. Existing counter-drone assets (data)


8. Open decisions (resolve before building)

  1. Step 1 entry point — which existing early tech represents “Combustion Engine” (Automobile?), or leave the Tankette where it is.
  2. Era6_05 fallout — when Medium Tank leaves for Sloped Armor and Universal Tank arrives, do the recon/light units (RedArmyTanks, ArmouredRecon, LightTanks) stay on Armoured Warfare or move?
  3. SP-Artillery double (steps 10 & 13) — single (Protected Mobility only) or intentional double-unlock?
  4. DEW + Military Laser — naval branch, or stay land feeding the Future Light Tank laser?
  5. Cadence vs spacer — accept the one-step cadence bend at the capstone for the Reactive Armor spacer?
  6. Which future vehicle to build first (Future Light Tank vs Future APC), and whether the Future APC is a distinct unit or a variant.

9. Execution note

When this gets built: one triad/beat at a time — make the change, export, load a save, read the newest Diagnostics (…).html (the real error lives there, not in the generic “Mismatched mods” dialog), commit the verified beat, move on. That’s the rhythm that turned the July tech-reorg into clean verified commits. Watch the unlock-event family rule: every unit inside one UnlockConstructible event must share a SerializableFamily, or activation fails — give a unit its own event when in doubt.